A werebat is a humanoid afflicted with a rare form of lycanthropy that enables it to transform into a giant bat or a bat-humanoid hybrid. Most werebats are of goblin stock.
Speed: climb 30 ft. in bat or hybrid form, fly 60 ft. in bat or hybrid form
Shapechanger. The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. (some werebats may have access to only two of these three forms. or only have access to all three under specific circumstances. Discuss with your GM).
Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a range of 60 feet as long as it’s not deafened.
Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
Sunlight Sensitivity (Bat or Hybrid Form Only). While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Werebat Lycanthropy. A player character who becomes a werebat gains a Dexterity of 17 if their score isn’t already higher. Attack and damage rolls for the werebat’s bite attack are based on the character’s Strength or Dexterity score, whichever is higher.
Specific to this form of the curse (different from RAW, for game purposes)
During the Full Moon they must make a DC 15 Wis save.
- On a fail they will shift to hybrid form and uncontrollably attack seeking to slake her thirst (on drinking enough blood can regain control of her impulses).
- On a success they will still shift to hybrid form and feel the urge to bite and feast on blood but can choose to control it.
- Regardless of losing control, choosing not to/failing to drink sufficient blood during the full moon will result in exhaustion curable only by consuming blood which will compound daily curable as per *Blood Drinkers* rule below
Attacks
Bite (Bat or Hybrid Form Only). Melee Weapon Attack: Dexterity or strength based, proficient in the attack, reach 5 ft., one creature. Hit: 6 (1d6 + dex or str mod) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a (DC 8 + lycanthrope’s proficiency bonus + Constitution modifier) Constitution saving throw or be cursed with werebat lycanthropy.
Deep Dwellers. Werebats are shunned even by goblin society because of their need to feed on blood to survive. They prefer to lair in dark places, such as attics and caves, and typically adopt nocturnal hunting habits.
Blood Drinkers. A werebat must consume at least 1 pint of fresh blood each week, or it weakens and gains one level of exhaustion that no amount of rest alone can remove. Failing/choosing not to drink blood on a weekly basis (by server time every Friday Midnight) will result in exhaustion that starts to compound daily until she does. Each pint of blood the werebat consumes removes one level of exhaustion gained in this fashion.
Lycanthropy
**This version balances the lycanthrope for PC use by removing damage immunity to nonmagical bludgeoning/piercing/slashing and likewise decreasing the sunlight sensitivity penalty to reflect the debuff, and changes the frequency of werebat blood consumption from daily to weekly for logistical reasons in the specific campaign it's being used in**
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/9/2024 6:52:28 PM
|
4
|
0
|
0.5
|
Coming Soon
|
|
|
2/9/2024 7:38:10 PM
|
12
|
1
|
0.6
|
Coming Soon
|







Comments